Shade's post in EDP Modification was marked as the answer
April 14, 2014
If you want to change it for skill damage, go to battle.c look for:
if( sc->data[SC_EDP] ){
switch(skill_id){
case AS_SPLASHER:
// Pre-Renewal only: Soul Breaker and Meteor Assault ignores EDP
// Renewal only: Grimtooth and Venom Knife ignore EDP
// Both: Venom Splasher ignores EDP [helvetica]
#ifndef RENEWAL
case ASC_BREAKER: case ASC_METEORASSAULT:
#else
case AS_GRIMTOOTH: case AS_VENOMKNIFE:
#endif
break; // skills above have no effect with edp
#ifdef RENEWAL
// renewal EDP mode requires renewal enabled as well
// Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
// * Sonic Blow
// * Soul Breaker
// * Counter Slash
// * Cross Impact
case AS_SONICBLOW:
case ASC_BREAKER:
case GC_COUNTERSLASH:
case GC_CROSSIMPACT:
ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50);
ATK_RATE(wd.equipAtk, wd.equipAtk2, 50);
default: // fall through to apply EDP bonuses
// Renewal EDP formula [helvetica]
// weapon atk * (1 + (edp level * .8))
// equip atk * (1 + (edp level * .6))
ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 100 + (sc->data[SC_EDP]->val1 * 80));
ATK_RATE(wd.equipAtk, wd.equipAtk2, 100 + (sc->data[SC_EDP]->val1 * 60));
break;
#else
default:
ATK_ADDRATE(wd.damage, wd.damage2, sc->data[SC_EDP]->val3);
#endif
}
}
change to
if( sc->data[SC_EDP] ){
switch(skill_id){
case AS_SPLASHER:
// Pre-Renewal only: Soul Breaker and Meteor Assault ignores EDP
// Renewal only: Grimtooth and Venom Knife ignore EDP
// Both: Venom Splasher ignores EDP [helvetica]
#ifndef RENEWAL
case ASC_BREAKER: case ASC_METEORASSAULT:
#else
case AS_GRIMTOOTH: case AS_VENOMKNIFE:
#endif
break; // skills above have no effect with edp
#ifdef RENEWAL
// renewal EDP mode requires renewal enabled as well
// Renewal EDP: damage gets a half modifier on top of EDP bonus for skills [helvetica]
// * Sonic Blow
// * Soul Breaker
// * Counter Slash
// * Cross Impact
case AS_SONICBLOW:
case ASC_BREAKER:
case GC_COUNTERSLASH:
case GC_CROSSIMPACT:
ATK_RATE(wd.weaponAtk, wd.weaponAtk2, 50/2);
ATK_RATE(wd.equipAtk, wd.equipAtk2, 50/2);
default: // fall through to apply EDP bonuses
// Renewal EDP formula [helvetica]
// weapon atk * (1 + (edp level * .8))
// equip atk * (1 + (edp level * .6))
ATK_RATE(wd.weaponAtk, wd.weaponAtk2, (100 + (sc->data[SC_EDP]->val1 * 80))/2);
ATK_RATE(wd.equipAtk, wd.equipAtk2, (100 + (sc->data[SC_EDP]->val1 * 60))/2);
break;
#else
default:
ATK_ADDRATE(wd.damage, wd.damage2, (sc->data[SC_EDP]->val3)/2);
#endif
}
}
Re-compile.
______________________________________________________________________________________
If you want to change EDP status in general go to status.c, look for:
case SC_EDP:
val2 = val1 + 2; // Chance to Poison enemies.
#ifndef RENEWAL
val3 = 50*(val1+1); // Damage increase (+50 +50*lv%)
#endif
if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
break;
change to
case SC_EDP:
val2 = val1 + 2; // Chance to Poison enemies.
#ifndef RENEWAL
val3 = (50*(val1+1))/2; // Damage increase (+50 +50*lv%)
#endif
if( sd )// [Ind] - iROwiki says each level increases its duration by 3 seconds
tick += pc_checkskill(sd,GC_RESEARCHNEWPOISON)*3000;
break;
Re-compile.
Let me know if it works.
Cheers,
Shade